Remove Balance Remove Clipping Remove Concepts Remove Playtesting
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The Scrap Engine

Grid Sage Games

I was really unsure any of this would work at all, since internally it’s quite complex and therefore hard to gauge what outcomes are possible and whether they’d really fit into Cogmind, which has a pretty strong focus on design balance. The first iteration simply averaged together the stats of all the input items.

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Call of Duty: Online is dead. Long live Call of Duty: Online!

Deconstructor of Fun

Content was added at a constant clip: new weapons, new rule-based modes and maps were dropped every month, and new modes came in every quarter with major content beats during Chinese New Year and in the summer (when engagement peaks). while competition would ship 3x the features and find success with at least some of them.

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Teleportation Mechanics

Grid Sage Games

As a general concept teleportation technology exists in quite a few varieties throughout the world of Cogmind, though the player only has access to some of them. In fact I have two new concepts for teleportation tech, which is kinda funny because of how they evolved out of the same idea.

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Zugzwang as a pole dance upward unto heaven

Radiator Blog

For balance purposes, I limit the number of voyeurs in the maze, otherwise it can enter a deadlock where there's only voyeurs but no one for them to watch. As in Skyrim, my animations are charmingly janky, with penises occasionally clipping through eyes and noses, or even through the back of the skull entirely. L of semen for each one.

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